Staydown not work with Damageonlanding

dantedevil

Well-known member
Hello!

Tough for some reason damageonlanding cancel staydown effect.
I try set staydown after damageonlading (like the same problem via script) and not work.
Only without damageonlanding the staydown effect works fine. 
 
ah, about damageonlanding, there is a way to set how much damage the entity take?

Forget what I said, its missing on openborStats:

damageonlanding {value} {type}

~If this command is declared, opponents hit by knockdown attackboxes will get {value} extra damage when they land. {type} determines whether attackbox in opponent's FALL is activated or not.
0 = attackboxes are not activated.
1 = attackboxes are activated.
2 = attackboxes are activated and opponents can perform land to safety.
~Use this command with knockdown attackbox of course.
 
you can control the riseattack time too with risetime command. I guess manual needs this updated, openbor stats says this

Code:
risetime {rise} {riseattack}

Model header. Modifies default delay for entity getting up or performing RISEATTACK after being knocked down. The default rise delay is 200, while a RISEATTACK has no delay at all.

{rise}
    Rising speed. Reduces time in centiseconds of the delay before rising. Use negative values to increase the delay. 

{riseattack}
    Rise attack speed. Reduces time in centiseconds of the delay before a RISEATTACK can be performed. Use a negative value to increase rise time. Speeding up the already instant RISEATTACK may seem pointless, but it can work to counteract a staydown effect. 

Example
risetime	0 -50 #appears to be default
 
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